text: /**
   * @author alteredq / http://alteredqualia.com/
   */
  
  THREE.BloomPass = function ( strength, kernelSize, sigma, resolution ) {
  
  	THREE.Pass.call( this );
  
  	strength = ( strength !== undefined ) ? strength : 1;
  	kernelSize = ( kernelSize !== undefined ) ? kernelSize : 25;
  	sigma = ( sigma !== undefined ) ? sigma : 4.0;
  	resolution = ( resolution !== undefined ) ? resolution : 256;
  
  	// render targets
  
  	var pars = { minFilter: THREE.LinearFilter, magFilter: THREE.LinearFilter, format: THREE.RGBAFormat };
  
  	this.renderTargetX = new THREE.WebGLRenderTarget( resolution, resolution, pars );
  	this.renderTargetX.texture.name = "BloomPass.x";
  	this.renderTargetY = new THREE.WebGLRenderTarget( resolution, resolution, pars );
  	this.renderTargetY.texture.name = "BloomPass.y";
  
  	// copy material
  
  	if ( THREE.CopyShader === undefined )
  		console.error( "THREE.BloomPass relies on THREE.CopyShader" );
  
  	var copyShader = THREE.CopyShader;
  
  	this.copyUniforms = THREE.UniformsUtils.clone( copyShader.uniforms );
  
  	this.copyUniforms[ "opacity" ].value = strength;
  
  	this.materialCopy = new THREE.ShaderMaterial( {
  
  		uniforms: this.copyUniforms,
  		vertexShader: copyShader.vertexShader,
  		fragmentShader: copyShader.fragmentShader,
  		blending: THREE.AdditiveBlending,
  		transparent: true
  
  	} );
  
  	// convolution material
  
  	if ( THREE.ConvolutionShader === undefined )
  		console.error( "THREE.BloomPass relies on THREE.ConvolutionShader" );
  
  	var convolutionShader = THREE.ConvolutionShader;
  
  	this.convolutionUniforms = THREE.UniformsUtils.clone( convolutionShader.uniforms );
  
  	this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurX;
  	this.convolutionUniforms[ "cKernel" ].value = THREE.ConvolutionShader.buildKernel( sigma );
  
  	this.materialConvolution = new THREE.ShaderMaterial( {
  
  		uniforms: this.convolutionUniforms,
  		vertexShader:  convolutionShader.vertexShader,
  		fragmentShader: convolutionShader.fragmentShader,
  		defines: {
  			"KERNEL_SIZE_FLOAT": kernelSize.toFixed( 1 ),
  			"KERNEL_SIZE_INT": kernelSize.toFixed( 0 )
  		}
  
  	} );
  
  	this.needsSwap = false;
  
  	this.camera = new THREE.OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
  	this.scene  = new THREE.Scene();
  
  	this.quad = new THREE.Mesh( new THREE.PlaneBufferGeometry( 2, 2 ), null );
  	this.quad.frustumCulled = false; // Avoid getting clipped
  	this.scene.add( this.quad );
  
  };
  
  THREE.BloomPass.prototype = Object.assign( Object.create( THREE.Pass.prototype ), {
  
  	constructor: THREE.BloomPass,
  
  	render: function ( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
  
  		if ( maskActive ) renderer.context.disable( renderer.context.STENCIL_TEST );
  
  		// Render quad with blured scene into texture (convolution pass 1)
  
  		this.quad.material = this.materialConvolution;
  
  		this.convolutionUniforms[ "tDiffuse" ].value = readBuffer.texture;
  		this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurX;
  
  		renderer.setRenderTarget( this.renderTargetX );
  		renderer.clear();
  		renderer.render( this.scene, this.camera );
  
  
  		// Render quad with blured scene into texture (convolution pass 2)
  
  		this.convolutionUniforms[ "tDiffuse" ].value = this.renderTargetX.texture;
  		this.convolutionUniforms[ "uImageIncrement" ].value = THREE.BloomPass.blurY;
  
  		renderer.setRenderTarget( this.renderTargetY );
  		renderer.clear();
  		renderer.render( this.scene, this.camera );
  
  		// Render original scene with superimposed blur to texture
  
  		this.quad.material = this.materialCopy;
  
  		this.copyUniforms[ "tDiffuse" ].value = this.renderTargetY.texture;
  
  		if ( maskActive ) renderer.context.enable( renderer.context.STENCIL_TEST );
  
  		renderer.setRenderTarget( readBuffer );
  		if ( this.clear ) renderer.clear();
  		renderer.render( this.scene, this.camera );
  
  	}
  
  } );
  
  THREE.BloomPass.blurX = new THREE.Vector2( 0.001953125, 0.0 );
  THREE.BloomPass.blurY = new THREE.Vector2( 0.0, 0.001953125 );
  